
Chris Benoit the Crippler
Context
Our fantasy wrestling profiles capitalize on the similarities between pro wrestling, comic books and role-playing games. They imagine a world where the wrestlers are their characters, have powers matching their persona and signature moves, and are important players in crime or crime-fighting.
Some profiles postulate a “pro wrestling universe” (like the Marvel or DC Universe), while some keep things generic enough to be plugged into existing fictional universes.
For more about tabletop role-playing games, see our relevant FAQ.
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Background
- Real Name: Chris Benoit.
- Marital Status: Single.
- Known Relatives: None.
- Group Affiliation: The Four Horsemen, formerly a member of Triple Threat.
- Base Of Operations: Mobile.
- Height: 5’10” Weight: 220lbs.
- Eyes: Brown Hair: Dirty Blond
Powers and Abilities
Benoit possesses minor superhuman strength and endurance, as well as the ability to heal at an enhanced rate. He can augment both by using his ability to increase the density of his already thick body.
He is also capable of jumping large distances. he uses this ability to assist in slamming his opponents into the ground from great heights as well as in delivering his “diving headbutt”.
Benoit can also clear his mind in a manner which makes mind probing him extremely difficult.
Maneuvers
Benoit makes frequent use of the Limb Injury rules listed below, especially with his “Crippler Crossface” submission maneuver. It does extensive damage to an opponent’s shoulder while causing pain in the face and neck.
He also relies heavily on:
- The Diving Headbutt (a Critical Blow Charge maneuver using his Jumping power).
- The Super Piledriver (a Critical Blow using the Jumping power to jam his opponents head into the ground).
- The Super Power Bomb (a Devastating Offensive Throw, also using his jumping, this time, to slam his enemy’s head, back, and shoulders into the ground).
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History
Chris Benoit was born in Edmonton, Alberta, Canada. He grew up idolizing the “Dynamite Kid” Tom Billington. Benoit met Billington as a teenager and his life changed forever. He patterned himself after Dynamite in almost every way.
He trained with some associates of Billingtons in Canada. Benoit eventually followed in the Dynamite Kid’s footsteps, entering the world of professional fighting. He even had the opportunity to train with Billington for several months, and the two have kept in touch over the years.
By his mid-twenties, he had made a huge name for himself in both Canada and Japan. Yet decided that mercenary work might pay better. He donned a mask, took the name “Pegasus Kid” and began working in 1992 with the costumed Japanese hero, Jushin “Thunder” Liger. They worked as partners for about a year.
Criminal
A disagreement caused them to part ways. When they next met, Benoit was working on the other side of the law. He associated with the second man to work in the Japanese crime scene as “Black Tiger”, an American named Eddy Guerrero. Together with Dean Malenko, they formed “The Unholy Trinity” and raised hell throughout the Pacific Rim.
They often fought with Liger and his new partner, El Samurai. Liger unmasked Benoit publicly (they never revealed their faces to each other during their partnership). As a consequence, Benoit began using his real name (although the moniker “Wild Pegasus” was sometimes applied to him by the Japanese media).
The “Trinity” split when Guerrero was called back to his home town of El Paso, Texas to deal with a family emergency. While there, he was publicly unmasked and began to team with his childhood friend, “The Love Machine”, Art Barr as “El Gringos Loco”. Barr died of unknown causes within two years.
Streets of Philadelphia
After the dissolution of the Unholy Trinity, Benoit and Malenko returned to North America. Operating out of the Philadelphia area, they became feared mob enforcers.
Unlike many mob employees, they were able to break out on their own. Teaming up with Pittsburgh native “The Franchise” Shane Douglas, the two formed “Triple Threat”. When their former mob employer tried to make an example of the wayward Benoit and Malenko, Triple Threat put the mob boss out of business permanently.
Douglas introduced Benoit and Malenko to Paul E. Dangerously and his “Dangerous Alliance”. It was an NSA financed training/black ops organization that helped them fine tune their skills and the use of their powers.
When Douglas was injured with a compound fracture of the right arm and Malenko returned to Japan for some freelance work, Benoit used his connection to Dangerously to meet with Arn Anderson.
Horseman
Anderson took a liking to Benoit and brought him in to fill an open slot in the Four Horsemen. When Malenko returned from Japan, Benoit brought him in as a replacement for the enthusiastic but incompetent Steve McMichael.
Benoit has taken Arn’s old position in the field as “The Enforcer”. This is because age and injuries have forced Anderson into a more behind-the-scenes role with the Horsemen.
See the Four Horsemen History for additional information.
Description
Benoit is extremely muscular and has overdeveloped traps and triceps. He is missing one tooth and is usually unshaven.
Personality
Benoit is perhaps the only Horseman that is more no-nonsense than Arn Anderson. He is brutal in combat, and only occasionally warm in personal conversation.
He has a tendency to snap in combat and cause severe and often permanent damage to his enemies, even when it is not necessary. He is intent on proving his worth and expertise.
Like his Horsemen teammates, he is fully capable of backing up any claims he makes regarding his skills.
Quotes
“Prove me wrong !”
DC Universe History
See suggestions in the Four Horsemen History.
Game Stats — DC Heroes RPG
Tell me more about the game stats
“The Crippler” Chris Benoit
Dex: 08 | Str: 06 | Bod: 07 | Motivation: Mercenary |
Int: 05 | Wil: 07 | Min: 06 | Occupation: Mercenary |
Inf: 04 | Aur: 05 | Spi: 06 | Resources {or Wealth}: 008 |
Init: 021 | HP: 060 |
Powers:
Density Increase: 05, Jumping: 06, Mind Blank: 05, Regeneration: 06
Bonuses and Limitations:
- APs of Density Increase are added to STR.
- Density Increase does not subtract from DEX.
Skills:
Acrobatics: 06, Charisma (intimidation): 06, Martial Artist: 09, Thief: 06, Weaponry (melee)*: 08
Advantages:
Intensive Training, Iron Nerves, Lightning Reflexes.
Connections:
Dean Malenko (High), Four Horsemen (High), Dynamite Kid (Low).
Drawbacks:
Minor Rage.
Injury to a limb
On a trickshot (+2 CS to OV) to a specific limb, if the attacker does damage equal to ½ of the target’s body to that limb, the limb is disabled.
- If the damage is Killing Combat, the effect is a broken or severed limb, and may be permanent (possibly resulting in a permanent reduction in the target’s body).
If the GM and/or player determine that the injury has long lasting impact, give the character a Physical Restriction drawback reflecting the nature of the problem (Minor: “My knee is a little tender” to Catastrophic: “My legs are missing”). This can provide a nice way to highlight a character’s Regeneration power. - If the damage is bashing, the limb is disabled temporarily, but the damage is recovered normally. This covers the “I don’t care if you have a broken bone – you won’t die from it” kind of situation. It also lets the heroes who consciously take a “disable, rather than kill” approach.
This part of the rule may be genre specific and can be eliminated if the GM feels that “any attacks to cripple automatically constitute killing combat.” - If the target absorbs the damage using Last Ditch Defense, the limb is still “stunned” for the next phase (per stunning rules), allowing the target to act normally with the exception of actions affected by mobility of that limb. This addresses “smacked funny bone” situations.
For 1 and 2, the damage is cumulative towards achieving the “disabled” effect, provided that all attacks are made as trick shots against the same limb. #3 is NOT cumulative – all LDD-negated damage must be caused in a single round for the limb to be “stunned.”
Additional House Rules on Submission Holds
- A) Defensive Reversal to Submission Hold: Similar to Defensive Throws. The martial artist using this technique must first win initiative, then hold his/her attack until his/her opponent attempts to strike. The opponent’s attack is rolled first, but before damage is applied to the martial artists’ Current Body Condition, the martial artist rolls using Dex/Str as AV/EV against and OV/RV equal to the attackers RAPs of damage +1 AP for each column shift.
Positive RAPs indicate that either a submission hold has been applied as in the Sidekick Sourcebook description of the technique OR the martial artists’ opponent has taken damage to the limb (if the martial artist called the trickshot as above). - B) The trickshot to cripple an opponent’s limb is only at +1 CS to the OV if the opponent is already in a submission hold, instead of the standard +2 CS penalty. To attack the limb and do damage DURING the application of the submission hold, the standard +2 CS to OV applies. Simply resolve the application of the submission hold normally with the appropriate CS penalties, then apply RAPs as damage to the target’s limb.
Helper(s): REZcat, Perry.